Crash Bandicoot: Warped Walkthrough
Level 1: Toad Village
1 clear gem
If you've played a Crash Bandicoot game
before, this is a great time to brush up on all
your moves. If this is your first time playing
Crash, take advantage of this easy level to
get used to the game's controls. Move
forward through the level slowly, taking your
time to smash every box. Don't be afraid of
the pools of water scattered throughout this
level; Crash can wade just fine.
Before long, you'll come across two bounce
boxes, one on the ground and one
suspended above it. Don't smash bounce
boxes with your spin attack; if you do, you
won't get any fruit from them. Practice
jumping onto the bottom box and bouncing
between the two boxes five times until they
collapse. Often, the only way to smash a
bounce box in the air is to use a bounce
box below it.
When you come across the first goat,
practice your spin attack. You'll find that
your spin attack is easier to time if you run
toward the enemy while you are spinning.
Right before the first checkpoint (more on
this later), you'll see a box with a picture of
a mask on it. This aku aku box holds a
protective mask that Crash can wear. One
mask is worth one hit point; two masks are
worth two hit points; and three masks
provide temporary invincibility.
When you come across the crystal, grab it!
Finding the crystal in each level is your
primary objective in the game.
The ? box holds a surprise for you. You
never know what you will find in these
boxes, so be sure to check them out.
When you come to the box with a C on the
outside, you've made it to a checkpoint. If
you smash a checkpoint box, you can start
back at this point the next time you lose a
When you see your first slot box, you may find yourself frozen with
indecision, since the box is like a slot machine. But don't take too
long to make your decision; after just a few seconds, the slot box
will seal up permanently, and you can't smash it at all.
To kill the swordsman, wait until he gets his swords stuck in the
ground. Then hurry and knock him off with your spin attack.
That big pedestal with a question mark signals a bonus level. Just
hop onto the question mark, and you will take a ride to the bonus
When you get to the end of the level, you will either see a
translucent box telling you how many boxes you missed, or you will
see a clear gem if you smashed all the boxes. If you missed some
boxes, come back again to finish the job.
Level 2: Under Pressure
1 clear gem
Crash goes for an underwater dive in level
2. Don't worry about running out of air:
Crash has an oxygen tank. Take a few
moments to get used to moving Crash
around in this new environment. Using the
control pad makes Crash swim slowly in
any direction. Pressing the X button makes
Crash use his flippers for a quick burst of
speed, and the O button activates the
classic spin attack. You can't control Crash
as precisely as you did on land, so be
The small fish pose no threat, but watch out
for big sharks and blowfish. You must use
your spin attack to take them out. Don't get
near a blowfish when its spikes are
showing. You can't use your spin attack
against those pesky mines; you must avoid
them for now. Be extra careful, since they
track your movements.
After the first checkpoint, you'll come to an
enclosed tube. Your first obstacle is a giant,
electrified, rotating disk; swim carefully
around it to avoid making contact. When
you exit the tube, watch out for the giant
eels that pop out of the walls; time your
swimming to avoid them. On the ocean
floor directly below the eels is a slot box
that will activate before you can see it. Hurry
to the bottom to smash the box before it
seals itself shut.
Before long, you'll come across a jet sub.
Hop on and go for a spin. Controlling the
sub is a lot like swimming. The O button
gives you a burst of speed. Take a moment
to get used to the controls; it's easy to get
going too fast. The sub is a great help
because it has a torpedo launcher; just use
the square button to fire a torpedo. Now,
you can get rid of sharks and other
enemies without getting too close. You can
even blow away the mines. The torpedoes
will also come in handy for smashing
boxes. The jet sub also acts as a shield and
lets you take a hit without losing a life.
Unfortunately, when you take a hit, you lose
your sub. There is no way to get another
sub without sacrificing a life and going back to the last
When you see red seaweed on the ocean floor, blow it away with
a torpedo. There are boxes hidden behind the seaweed. If you
are trying to smash every box, you will need the sub to get behind
When you get to the next tube, you will lose your sub. Don't worry,
there's another one coming up to help you finish the level. More of
the same lies ahead. Take your time, and you'll do just fine.
Level 3: Orient Express
1 clear gem
You'll be playing as Coco in this level. As soon
as you start, you'll automatically hop onto Pura
the tiger. Now it's time to hold on for dear life!
Once you hop onto Pura, there's no getting
Pura will run through the level. Your job is to
control his movements to smash boxes, avoid
enemies, and jump over canyons. No matter
how you slice it, this is a hard level to master.
Your only hope is to keep at it, trying to
commit as much of the coming obstacles to
memory as you ride. If you can't keep focused
on all the looming obstacles in front of you,
follow the trails of fruit; they will usually guide
you along the safest route.
If you are playing the level to collect all the
boxes, make sure you pay careful attention to
the checkpoint boxes. Once you smash a
checkpoint box, any boxes you have smashed
before that point remain smashed, even if you
lose a life. This can be a blessing or a curse. If
you've hit every box along the way, the
checkpoint can save you from returning to the
beginning of the level and do it all over. But if
you've missed a box or two, I recommend
skipping the checkpoint boxes altogether, so
you will start next time at the right place, with
all boxes behind you cleared. Otherwise, you
must start back at the beginning to have a
chance at getting all the boxes.
At three points along the path, you will notice
little men pop out of the ground using trap
doors. If you jump on one of the doors while it is being held up, you
can bounce all the way to the roof above. You must master this trick if
you wish to collect all the boxes, since there are three boxes on one
of the roofs. If you are playing to collect all boxes, skip the first trap
door, jump on the second one, and skip the third one.
When you return to this level in time-trial mode, use Pura's fast run by
holding down the R1 button the entire time. You must keep up this
pace to have any chance of winning the sapphire or gold relic.
One last warning; watch out for the paper dragons that snake across
the path. Sometimes, you must jump over the dragons, but
sometimes you must run under them.
Level 4: Bone Yard
2 clear gems (second clear gem requires red
gem found on level 12)
When you start this level, take a deep breath,
wipe the sweat off of your hands, and get
ready for the run of your life. As soon as you
jump down from the first platform, you will be
relentlessly pursued by a very large, very
mean triceratops. To make matters worse,
Crash runs toward the screen, so you must
use quick reflexes (and memorization) to
react to the obstacles that pop up along the
way. The pitfalls to watch out for in this level
are steaming lava pits (jump over them), giant
pterodactyls (run around them), ledges (jump
over them), and weeds (hop through them or
use your spin attack to chop them down).
When you're being chased, don't worry about
smashing the boxes yourself; the triceratops
will take of them for you. Also, if your hands
start to sweat, pause the game and regain
After the second checkpoint, this level
changes gears and becomes much more
leisurely. Take the chance to relax and
concentrate on smashing boxes. But don't
relax too much! You're about to be introduced
to two new types of highly explosive boxes.
First come the red TNT boxes. These boxes
require caution. To destroy a TNT box, hop
onto the box and immediately hop away. You
will have three seconds before the box
explodes, so make sure you are not standing
next to it. Never smash a TNT box by spinning
into it! When TNT boxes are stacked or are
sitting next to each other, you must only
detonate one to destroy them all.
Far more dangerous are the green nitro
boxes. These boxes are highly explosive and
will explode at the slightest touch. Stay away
from them! Whenever nitro boxes appear,
there will be a green ! box somewhere in the
level. Hit the green box to detonate all the nitro
boxes throughout the level at once.
As you wade through the tar pits, watch out for
a well-hidden enemies stalking you. They will
be wading through the liquid muck, ready to
pounce. The best strategy is to use your spin
attack against them before they lunge toward
You'll come across a red wire platform; you can't use it until you find
the hidden red gem in level 12. If you have already retrieved the red
gem, see the end of this section for strategies.
Past the red platform, you will come across a bonus level in which
you can learn a new move. To crawl under the steel boxes (which
Crash can not damage with his spin attack), slide under them by
using the O button.
When you come across the steel ! box, hit it to make the invisible
boxes appear in front of you. Smashing this series of boxes is all
about precise jumping; it will take practice to do it right.
Before you have time to relax too much, your ill-tempered dinosaur
friend will be back to chase you. Have fun!
Riding the Red Gem Platform
If you have already retrieved the red gem, hop on the red platform and
get ready for one of the toughest sections of the game. When you
complete this section, you'll have obtained the second clear gem on
this level. After riding the platform, hit the steel checkpoint box to mark
your place. Then get ready to get chased by the grumpy triceratops
again. This chase has some new obstacles for you to contend with,
namely larger lava pits (double jump over them) and hot air vents (run
around them when they are active; jumping over them doesn't work).
There are lots more weeds in this section of the level, so hop through
them to keep ahead of the dinosaur. It takes lots of work to make it
through this chase alive, so you make sure to have a minimum of 10
spare lives before you try it for the first time.
Level 5: Makin' Waves
1 clear gem
Who knew that Coco had such a cool jet ski
on hand? Take a few moments to get used
the controls. Then start having some fun in the
An arrow at the top of the screen will point you
in the right direction, so don't worry about
getting lost. Just stay between the buoys and
avoid the obstacles while you concentrate on
smashing the boxes. There are several ski
jumps you must take to get boxes hanging in
the air; if you miss a box on your first try, just
circle back and take the jump again. Take it
slow the first few times!
Things to watch out for: floating mines,
cannonballs shooting out of pirate ships;
pirates in row boats; and seagulls.
First Boss: Tiny Tiger
Here, you'll meet the first boss, Tiny Tiger. To
him take out, you must be quick on your feet.
First, he will jump off his platform and try to
smash you five times before he gets his
pitchfork stuck in the ground. Take this
opportunity to use your spin attack against
him. Next, he will unleash his smaller lions on
you; they will charge you from below the
platform. Your spin attack will work against
these pests, but it's better to stay at the back
of the screen and concentrate on just avoiding
them altogether by sliding back and forth. After
the first wave of lions, Tiny Tiger will be back
to crush you. The second time, he will jump
six times before getting stuck. Hit him again
and deal once more with the lions. Finally,
Tiny will try to crush you once more, this time
jumping seven times before stranding himself.
Hit him once more, and you're the new
champion on the block.
After you defeat Tiny Tiger, you will gain your
first new power: the super body slam. Just
jump and press the O button while you're in
the air to do some serious damage.
Level 6: Gee Wiz
1 clear gem
You'll find this level similar to level 1, so have
some fun on this relatively easy section of the
game. You must use your super body slam
early in the level to smash the steel-reinforced
To get past the pesky wizard who is so rudely
shooting fireballs at you, run toward him and
time your jumps to avoid his attack. Then spin
him away. If you want, you can also use your
spin attack to deflect his fireballs, but make
sure your timing is perfect.
The bonus stage on this level will really put
your jumping skills to the test. When you
come to the steel switch box, avoid your first
impulse and do not hit it. Instead, jump off the
ledge and hop across the gap by bouncing on
the suspended box on the way there. Then
turn around and jump back to activate the
switch. The jump back is a long one, and it
make take a few tries before you get it right.
Level 7: Hang 'em High
1 clear gem
1 yellow gem (accessed through level 27)
Level 7 finds Crash making a mess out of a
Mediterranean town; Indiana Jones would be
If you're looking to grab the yellow gem on this
level, you'll have to wait. You actually need to
collect ten relics, enter level 27, and grab the
yellow gem there. Sorry!
Right away you'll see a series of three
awnings that Crash can bounce on. Take time
now to master jumping from awning to
awning; you'll need this skill later on in the
The first new enemy you'll confront is a skilled
swordsman. Wait until he walks away from
you and let him have it with your spin attack.
Next comes the evil magician on his magic
carpet. A spin attack will take care of him as
Before long, you'll come to an apparent dead
end. Don't despair. Now it's time to hang from
the ledge above you and swing like a monkey
over to the next platform. Just jump up, and
you'll get the "hang" of it in no time. Just watch
out for the scorpion hanging around the area;
either avoid him or give him a spin for good
When you come across the monkey with the
barrels, you must attack him twice to take him
As you jump on the awnings, keep an eye out
for fruit paths that will show you the way to
boxes overhead. These boxes are hard to
crack, and it's easy to fly off the awning to
your death, so be gentle with the controls.
Take a detour to the bonus area. For the
boxes placed high above in the air, you can
use a combination of double jumps (a power
which you acquire after defeating Dingodile)
and mid-air super body slams to smash them
all. When you come to the slot box that sits
above the row of steel boxes, think before you
jump. Make sure you wait until the slot box
switches to a TNT box; that is the only way to
activate the ! box below. Remember to hop on
the TNT box, not spin into it.
Soon, you'll come across a nitro box sitting on top of two other boxes.
Taking out the bottom box quickly is important, since it's a slot box;
just spin it into oblivion. If you're a daredevil, you can carefully slide
into the next box to avoid detonating the nitro box above. Or you can
ignore the second box for now and blow it to high heaven when you hit
the nitro switch box near the end of the level.
Level 8: Hog Ride
1 clear gem
Crash takes a spin on his cool motorbike in
this race. You're at a disadvantage since the
other drivers have cars that can run you off
the road, but your bike is faster, so it's not a
The best strategy is to approach this level
twice, each time with a separate goal. The
first time, you must focus on finishing the race
in first place; this is the only way to get the
crystal on this level. So concentrate on speed
and don't worry about picking up boxes the
first time around. Crash tends to spin out on
curves, so let up on the gas on the hard turns.
Along the way, you'll come across marks on
the road that will give you a burst of speed; try
to use them to gain on your opponents. Watch
out for police cars blocking the way.
The second time you take on this level,
concentrate on smashing all the boxes. You
must jump on the ramps to hit every box, but
with a little practice, you'll be an expert. Don't
worry about your time on the level when you're
trying to smash every box; your position at the
end of the race makes no difference.
This is a short race and an easy level, but
don't worry: You'll be back on the bike later in
the game for a much more challenging circuit
Level 9: Tomb Time
2 clear gems (Both clear gems require purple
gem which is found on level 13)
Get ready to raid an ancient burial site. Right
off the bat, a giant cobra blocks your way on
this level. Don't be intimidated; just give it a
good spin. You must be careful around the
open pits that litter the floor. Some are
guarded by alligators, so time your jumps
accordingly. (Actually, you can use your spin
attack to get rid of the alligators, but timing
your jumps to avoid them is safer.) Also, oil
slicks scattered throughout the level make
Crash slip and slide.
Whenever you see a raised polygon on the
floor, you should step on it to activate a
switch. The first switch opens a set of doors
that block your path. The switch remains
active only so long, so it pays to watch the
sequence of events once before dashing
After the first checkpoint, you'll come across a
bridge made of tiles. The tiles that spell out the
name "Neo" are safe to stand on; the tiles that
picture a red beetle collapse instantly when
you step on them, so tread lightly.
Before long, you'll come across four barrels
populated by monkeys who are gleefully
throwing stones at you. Hurry toward the
barrels and use your spin attack. One of the
exposed monkeys will cower in fear for your
Level 9: Tomb Time (cont.)
The next challenge pits you against an
Egyptian who is releasing huge stones from
above in an effort to crush you. You must
jump carefully across the pit to get your
footing before the moving stone pushes you
into oblivion. You needn't worry about being
run over by the stones, but don't stand
underneath the spot where they come out of
the ceiling, or you will be crushed. When you
get past the stone, use your spin attack to
take out the Egyptian who is pulling the lever.
Before you dash onward, pay careful attention
to three mysterious spots on the floor that are
lighted from above. Stepping in these areas
triggers arrows that launch from the walls.
There will be another set of these lights in the
level, so keep your eyes peeled.
Before long, the path will split in two
directions. On your right is the way to the
crystal and the exit to the level. On your left,
on the other side of a very long pit, is a wall
with a drawing of a purple gem. If you haven't
already obtained this gem from level 13, you
can't get behind the wall. If you have the purple
gem, the wall will open up for you as you
Getting over the pit in front of the wall presents
it own challenge. Although it is possible to
make the jump using your double jump, you'll
find it much, much easier if you've obtained the death tornado spin by
beating N. Trophy after level 15. Besides, you will need the tornado
spin to make it through the area behind the wall, so take your time and
come back later. When you do decide to tackle this section, you'll find
the strategy at the end of this section.
The next time you come to a nasty Egyptian dropping stones your
way, use the same strategy as before. This time, however, notice that
there are two boxes above the moving stones. If you are playing to
smash every box, you must hop on the moving stones and use your
spin attack to smash the boxes. (Alternatively, you can take out the
Egyptian and then walk back and smash the boxes using your double
jump.) After you knock off the Egyptian, watch out for the dude with
the fire thrower. Wait until he is not pointing your way and spin him
Just a few more platforms, and you're reached the end of the level.
Unless you have completed the hidden area behind the wall, you will
not have collected all the boxes.
Level 9: Tomb Time (cont.)
Behind the Purple Gem Wall
To get over the first pit without being pumped
full of arrows, use your super tornado spin to
take the long jump near the left wall.
Remember, the arrows only fire if you cast a
shadow over the lights on the floor.
Be extra careful wading through the oil spill
just past the pit. A set of sharp spears pops
up from the floor and then resets underground
every few seconds. In fact, there are four sets
of spears ahead, so proceed cautiously as
you jump over pits. The last two sets of
spears require some extra care to get past
them, as you must activate a switch to open a
door and hop past the spears before the door
closes again. Stop and watch the sequence of
the spears carefully before proceeding. The
good news is that right on the other side of the
door is the level's first clear gem. Grab it and
You'll hop across a few sets of platforms,
making your way across the screen to your
right until you can go no further. Ahead of you,
you will see the end of the level. If you want to
get the crystal and the second clear gem
awarded for smashing all the boxes, you must
backtrack through the easy path until you
reach the points where the paths converge.
When you reach the Egyptian releasing
stones, take him out so you don't have to deal
with this danger. You can smash the two
boxes above the oil slick by using your double
Be careful of the arrows shooting from the
walls. Take it slowly and avoid the light circles
on the floor by jumping over the pits with the
help of either your double jump or tornado spin.
When you come to the large pit after the arrows, wait for the moving
platform to arrive before you make the jump. Once the platform has
traveled its full distance, use your double jump and tornado spin to
make it the rest of the way.
When you come to the point where you started, it's time to head
forward again, making sure to take out every box along the way. If
you're successful, you'll exit the level with two clear gems and the
crystal. Good job!
Level 10: Makin' Waves
1 clear gem
On level 10, it's time for Coco to hop back on
Pura the tiger for a run under the full moon.
You'll use the same strategies here as you did
in level 3. This time, there are more obstacles
along the way, and your enemies are much
more active, so keep your eyes open for
trouble. Some of the changes are subtle, like
the new pattern that the paper dragons follow.
If you are trying to smash every box, you must
use Pura's fast run (the R1 button) to jump
high enough to reach some of the boxes
hanging in midair.
Finally, follow the same pattern as in level 3
for rooftop boxes. Skip the first and third trap
doors, but bounce on the second door to
reach the boxes on the roof.
Level 11: Dino Might!
2 clear gems (second gem requires
yellow gem found on level 27)
Welcome to the tar pits. When you start the
level, you'll see a box with a free life on top
of four steel boxes. Use your newly
acquired double jump to grab the life. Soon,
you'll confront an extremely annoying rodent
who blocks your path and spins
periodically. Wait until he is not spinning
and let him have it.
After the first checkpoint, you'll come
across a yellow platform. You can't use it
until you get the yellow gem on level 27.
Even if you already have the yellow gem,
don't hop on just yet. First, keep moving
ahead until you reach dry land. Make sure
you smash every box and kill every enemy
along the way, because you'll be
backtracking in just a moment.
No, you're not seeing things. That is an egg
in front of you! Use your spin attack to make
it hatch and out will pop a friendly t-rex who
will give you a ride. Jump to hop on and use
the O button to hop off when you need to.
There will be some boxes the t-rex can't
open, so you must hop on and off
throughout the level. You should have no
problem jumping over the large tar pits and
over enemies that pop out of the goo below
you. Before too long, the fun comes to an
end, and you must leave your t-rex friend
behind. Parting is such sweet sorrow.
After you leave t-rex behind, it's time to go
back and take a ride on the yellow platform
(if you already have the yellow gem).
Backtrack (watch out for the lava pits and
volcanoes) and hop on. See the end of this
section for strategies to get through this
The bonus area on this level gives you a
chance to practice your double jump. The only tricky part is
smashing the steel-reinforced boxes that are suspended over the
void below. Just stand near these boxes and use your super body
slam to shake them apart.
If this level seems a little too quiet up to this point, your intuition is
correct. Right after the bonus area, get ready to meet your
triceratops friend again for another crazy chase. This time around
is only slightly harder than the chase on level 4, so concentrate;
and you'll be fine.
Level 11: Dino Might! (cont.)
Riding the Yellow Gem Platform
When you land, you'll be in another swamp.
Move ahead carefully. Make sure the
currents do not carry you into any enemies.
Tread carefully, watching out for lava pits
Finally, you'll come to dry land and some
TNT boxes. Detonate one of the TNT boxes
and stand aside. You must use your body
slam to take out the steel-reinforced box
afterward; the TNT isn't strong enough.
When you come the next stack of
steel-reinforced and TNT boxes, stand to
the side and use your body slam on the
ground next to the boxes. This should take
out the steel-reinforced boxes and detonate
the TNT box. Now use your body slam on
any boxes that are left over.
Soon, you'll reach the point where you start
moving toward the screen. Walk carefully.
You must be wary of all the usual problems:
lava pits, volcanoes, nitro boxes, and
pterodactyls. Again, make sure not to get
sidetracked by the currents. The first clear
gem will be waiting for you before long.
Grab it, hit the nitro switch box, and hop
onto the yellow platform. The platform will
drop you off right where you began
backtracking before, so you don't have to
go back and smash any boxes.
If you took the ride on the yellow platform
and smashed all the boxes, you'll exit with
both clear gems. If you haven't gotten the
yellow crystal yet, just come back later for
Level 12: Deep Trouble
1 clear gem
1 red gem
It's time to go underwater again. This time
you get to start right away with the jet sub.
Remember that Crash's movements are
less precise under water, so take your time
to explore your surroundings before you
charge forward. There are nitro boxes
scattered throughout the level, so watch out!
To get past the pile of steel boxes and TNT,
shoot a missile at one of the TNT boxes,
and the pile will collapse, letting you
through. Be sure and keep a safe distance
from the explosion.
Watch out for the swirling tornadoes. If you
get caught in one, it's curtains for Crash.
About halfway along the level, you'll come to
a fork in road. It's actually easy to miss,
since a row of fruit leads your eye upward;
but if you look carefully, you will notice that
you can continue to the right as well. You
can finish the level by going either way, but
if you want to recover the very important red
gem and smash all the boxes on this level,
you must explore both routes.
Let's start by heading up first path. After
swimming through a tube and dodging a
tornado, you'll grab a jet sub. Hop on and
proceed carefully, shooting all enemies and
firing at boxes. Remember, if you lose your sub, you must
sacrifice a life to get another one. Take out the nitro boxes with
your torpedoes because you must swim back this way, and you
don't want to deal with them again. Be sure to keep a safe
distance while you're firing, and remember that you can shoot
boxes that are off the screen. Soon, you will come to a ! box and
the end of the level. Flip the switch and head back carefully the
way you came.
Good job! Now it's time to head to the right and get the red gem
and the rest of the boxes. First, nudge up against (don't spin!) one
of the TNT boxes to detonate it so you can get through the tunnel
ahead of you.
Your first obstacle will be a tube populated by two blowfish and a
pile of nitro boxes, so be very careful! Use the ledges in the tube
as places to rest while you wait for the right moment to use your
spin attack on the blowfish. After you've taken out the two fish, hug
the left-hand wall on the way down to avoid the nitro box.
Unfortunately, as soon as you exit the tube, you will immediately
be faced with more nitro boxes just waiting to blow you away.
Swim very delicately to avoid losing a life.
There's nothing in this section of the level you haven't seen before,
but tread carefully to avoid getting eaten by sharks or caught up in
a twister. Before long, you'll come to the green nitro switch box; hit
the switch, and you will have smashed every box on the level. Pick
up the red gem and exit the level.
Now you can go back to level 4 and explore the area that is
accessible only with the red gem.
Level 13: High Time
1 clear gem
1 purple gem
Welcome back to the mean-spirited
Mediterranean village you've missed so
much. The basic strategies of this level are
the same as you used on level 7, with a few
The most important aspect of this level is
the fact that it has two distinct paths for you
to explore: an easy path and a hard path.
To get the crystal and the clear gem, you
must complete the level on the easy path; to
obtain the yellow gem, the hard path is the
one to follow. Either way, you must tackle
this level twice to extract all the treasures it
Let's take a moment to get the concept
down of the two paths. The easy path is
straightforward: You simply complete the
level on the normal route. To access the
hard path, you must make it to the point
where the hard path begins without losing a
life. If you die, you must exit and reenter the
level from the Warp Room. You will
recognize where the hard path starts when
you see a floating platform for you to jump
on. If you have lost a life before reaching that point, the platform
will only be outlined, and you can't use it. Got all that? OK, let's go
for the easy path first.
Level 13: High Time (cont.)
The Hard Path
The key to making it to the hard path is
caution. Take your time as you methodically
make your way through the level. Don't get
distracted by hard-to-reach boxes; ignore
them instead. If you lose a life, you must exit
to the Warp Room and reenter the level
access the hard path.
Once you get to the hard path platform, hop
on, and you're on your way. You'll be
confronted right away with residents
throwing fireballs at you again, but this time,
you must negotiate jumping on an awning
between the two windows. Start your jump
as soon as the first fire goes out, and you'll
make it across in time.
The next set of fire-throwing residents
requires you use different timing. Start
running as soon as the second set of fire
goes out, jump the gap, and use your spin
attack on the magic carpet rider while
you're in the air.
There's nothing else here you haven't seen
already. There are some tough jumps, but
take your time and before you know it, you'll
see the purple gem in front of you. Grab it
and exit the level.
Now you can go back to level 9 and get the two clear gems that
were unattainable before.
Level 14: Road Crash
1 clear gem
This racing level is basically a more
challenging version of level 8, so you should
use the same strategies to win the race this
time around. Again, take this level in two
phases: the first time, you must finish the
race in first place (to get the crystal); the
second time, you must smash all the boxes
(to get the clear gem). Remember, you
must use the ramps if you want to hit every
Smashing all the boxes is fairly
straightforward. If you miss a box, just exit
to the Warp Room and start the level again
from the beginning. It will take a little
practice and some smooth moves, but
hang in there, and you'll work your way
through the level. Remember, when you are
collecting boxes you needn't worry about
finishing the race in first place.
Level 15: Double Header
1 clear gem
Level 15 finds Crash back on with some of
his old enemies from levels 1 and 6, but
there is a new nemesis to contend with: the
double-headed, club-wielding giant who
would like nothing more than to swipe
Crash with one of his two clubs. When you
come across the giants, your safest bet is
to avoid them by running or jumping past
them when they are not swinging at you. In a
pinch, you can jump and use your spin
attack on a giant's head, but in general,
doing so means taking an unnecessary
You must use your double jump in the bonus
area to smash all the boxes. When you
come across a stack of boxes containing
two TNT boxes, jump over them without
smashing them. Run ahead to the next
ledge and trip the switch box; then run back
and use the bounce box to smash the
boxes suspended in the air. Take out the
TNT and keep moving ahead.
Toward the end of the level, you'll see a
goat pacing back and forth on a ledge. It
will be tempting to take the time to use your
spin attack on the goat, but if you do, you'll
likely be nailed by the wizard ahead of you
who is lobbing fireballs your way. It's best to
wait until the goat is out of the way and hop
across the ledge quickly; run forward and
jump over the wizard's fireballs until you are
close enough to attack.
Level 16: Sphynxinator
2 clear gems (second clear gem requires
blue gem found on level 20)
Before you do anything else in this Egyptian
tomb, turn around and walk back toward the
screen. Four boxes (one with a free life) are
hidden directly behind the spot where
Crash begins the level. Smash them and
then move on out.
You'll immediately come to a fork in the
road. On your left is an enormous pit.
Believe it or not, you actually can make it
across this abyss, but you must have
obtained the crash dash power by
defeating the final boss, Dr. Cortex. If you
choose to go for it, use your crash dash,
double jump, and tornado spin to make it all
the way across. Four free are lives waiting
for you on the other side of the pit, but there
are no boxes to smash or any other
goodies, so don't bother taking the left path
unless you like a challenge. If you do
manage to retrieve the four free lives, the
most efficient way back is to exit to the
warp room and restart the level.
The path on the right is the meat and
potatoes of this level, so move forward
cautiously. The first enemy you'll come
across is a mummy in a coffin. Use your
spin attack once to smash the coffin, then
spin again to get rid of the mummy that
pops out of the coffin.
This level is littered with spears popping out
of the floor, so be on the lookout for
suspicious holes in the ground.
About halfway through the level you'll come
across the blue gem platform. If you have
retrieved the blue gem from level 20, you
can hop on to retrieve the second clear
gem from this level. If you want to go for it,
see the end of this section for strategies.
When you come across the Egyptian
lowering sliding slabs of rock, wait a
moment before you move in to take him out.
Let the moving slabs destroy the two nitro
boxes to avoid getting yourself into an
Believe it or not, this level's bonus area is
pretty easy. Take it easy around the TNT
boxes, using your spin attack sparingly. If you want to grab the
free life sitting near the TNT box, you must smash the Crash box
before detonating the TNT box. On the last stack of boxes,
carefully jump and use your spin attack to smash the two boxes
sitting above the TNT box. The TNT will explode; then use your
body slam to take out the steel-reinforced box before you leave
After the bonus area, it's more of the same until you reach the end
of the level.
Level 16: Sphynxinator (cont.)
Riding the Blue Gem Platform
Retrieving the second clear gem on this
level is very difficult, so hunker down so for
tough gaming. This entire area is smeared
with oil, so can't get your footing. You must
jump a series of pits to make it all the way
to the gem. The best strategy is to run and
jump without hesitating. Trust your instincts
and don't stop to think if you can help it.
Whenever you encounter monkeys tossing
stones at you, use your tornado spin
furiously to take them all out quickly.
The hardest part of this area comes
immediately after the second checkpoint,
where you must make a jump onto a small
area where the walls are armed with darts.
Look carefully at the trails of fruit; they
indicate how you should jump onto and off
of this area. Luckily the walls curve inward,
so you won't fly off the ledge easily. Stay
away from the circles of light on the ground,
or you'll be pumped full of darts!
Just a few more pits and monkeys, and the
clear gem will be yours.
Level 17: Bye Bye Blimps
1 clear gem
Of all the things you'd imagine Crash or
Coco doing, flying a biplane is probably not
one of them. But Coco has donned her Red
Baron goggles and is ready to take down
Dr. Cortex's seven blimps hanging in the
sky. This is a stunningly executed level, so
The flight controls are simple to pick up.
Use the control pad to steer the plane, use
the O button to fire, and use the square
button to perform a barrel roll to avoid
Watch out for the fighter planes that will
attack you while you're on your mission. As
soon as you come under enemy fire, use
your barrel roll to escape before you take
on too much damage. Don't waste your
time trying to take out every fighter plane;
there's an endless supply. The best strategy
is to make sure the fighter planes do not
have time to set up an attack in front of you.
When you see them enter formation to
attack, change directions and get out of the way.
Your job is to take out the seven blimps to get the crystal and
destroy all eleven boxes along the way if you wish to retrieve the
clear gem. You can smash the boxes by shooting them down or
by flying into them with your plane.
Scattered throughout the level are white balloons carrying first-aid
boxes. Hit these boxes to restore your energy when it's running
Level 18: Tell No Tales
1 clear gem
Coco is back on her cool Jet Ski in this
level. Use the same basic strategies as you
did on level 5 to avoid the obstacles and
collect all the boxes on the water. Some of
the boxes are well hidden, so be sure to
check every cubbyhole; in particular, circle
every island and ship to check for rogue
boxes nested in tight spots.
Level 19: Future Frenzy
2 clear gems (both clear gems accessed
through level 29)
Welcome to the future! It's filled with tough
enemies and hair-raising jumps, so be
careful. If you want to collect the crystal, you
can do so by entering Future Frenzy in level
19. If you're looking for the two clear gems,
you must enter from level 29, which will
require 20 relics.
You must be on the lookout for several
obstacles on this level. There will be
powerful laser beams shooting across your
path; don't touch the beams when they are
active, or you will be future toast. Also note
that sometimes you must jump over laser
beams, while sometimes it pays to crawl
Electronic probes are scouting the level;
you can spin them when they are not
glowing red, but you'd be better off just
avoiding them. And watch out for the small
flying saucers; you can attack them from
above, but they are invulnerable from
below. Finally, watch out for the mechanical
porcupines on the ground; jump well over
them, preferably after they temporarily
retreat in their shell.
The disc-shaped platforms only remain
stable for a short period of time; hop on
them when they are green, but when they
flash yellow, your time is running short.
There are three spots where you'll find
yourself standing on a rotating disc. These
discs will shoot you high in the air, once just
for fun, once over a pile of TNT boxes, and
once over a large gap. Use your control
pad immediately after you are airborne to
clear the necessary distances.
For the bonus area, you must master the
double jump followed by the tornado spin. It
may take you a few tries before you get it
right. Concentrate on obtaining the
maximum possible height with your jump
before you use your tornado spin.
Now that you have some practice living in
the future, collect enough relics to enter
level 29 to finish the job.
Level 20: Tomb Wader
1 clear gem
1 blue gem
Hmmm. The name of this level sounds
familiar, but I can't quite place it. Let me
think about it for a while.
In level 20, you're stuck in a tomb with some
bad plumbing problems. There are
numerous pits scattered throughout the
level that periodically fill up with water. You
must be very careful whenever you're
wading through these areas to make sure
you're on high ground when the water rises.
Crash can't swim, and he'll die immediately
if he can't stand in the water. With that word
of warning, let's proceed.
Right away, you'll see a green beetle
pacing back and forth in front of you. You
can use your spin attack to get rid of it, or
you can just ignore and avoid it. In fact, one
of the keys to successfully completing this
level is to avoid any enemies you can and
not get distracted.
Directly ahead of you, you'll see a closed
door and a wheel that opens it. Spin the
wheel to open the door and proceed
forward cautiously. Watch the pit of water
ahead of you. When it drains, run ahead
and smash the boxes. If you need more
time, use the floating platform as a place to
take shelter when the water rises again.
Get out of the pit while you can.
After the pit, you will see a mummy hopping
around in a spiked coffin. You can jump and
use your spin attack on him, but you'll be
better off if you just avoid him altogether.
His movements react to you, so tread
Next is a large wooden slab that pops out
of the left wall and then retracts. This level is
littered with these slabs, and each of them
threatens to push you into something you'd
rather avoid; in this case, it's a nitro box.
You can either jump over the slab when it
pops out or run past it after it has retracted,
but don't fool around.
The next pit of water has two TNT boxes in it. Again, take your
time and detonate these boxes one at a time. You may need to
run back to high ground after you take the first one out. Now run
ahead to the steel platform. When the water drains, hop off, avoid
the mummy, and get out of the pit as quickly as possible.
Before long, you'll be greeted by a shielded guardian who will
follow your every movement. Use your dash attack (the O button)
to hit him in the legs.
The bonus area on this level will require some fancy footwork. The
first order of business is to take out the box suspended below the
row of outlined boxes; once you hit the ! box, it will no longer be
accessible. Hop carefully to smash the box. Then move forward,
hopping on boxes along the way. Use your double jump to hit the
next ! box, then use your double jump and your tornado spin to
leap over the row of nitro boxes to detonate the TNT box on the
other side; this will take care of blowing up the nitro boxes so you
don't have to.
The next water pit will require your full attention. Take it slow and
retreat to high ground whenever you feel time running short. A box
is hidden from view suspended above the floating platform; be
sure not to miss it.
You'll come to a platform on your left. If you've lost a life on this
level, it will only be outlined, and you can't use it. This platform
takes you to this level's hard path and to the purple gem. Let's
finish the easy path first.
Level 20: Tomb Wader (cont.)
The Easy Path
Be sure to hit all the ! boxes you come to
along the way; they provide steel platforms
for you to take refuge from the rising water
ahead. When you come to a shielded
guardian standing near two TNT boxes,
lead him to the far left side of the pit before
using your slide attack to avoid blowing
yourself up. As soon as you take him out,
retreat back to the floating platform; there
isn't time to make it to the next stack of
You'll face more of the same obstacles
along the rest of the easy path. Just take
your time and don't get stranded in the
water. Hit the nitro switch box at the end of
the level, and if you've smashed all the other
boxes, you'll exit the level with the crystal
and the clear gem.
The Hard Path
The first order of business is to make it to
the hard path platform without losing a life. If
you die along the way, remember that you
must exit to the warp room and renter the
level from the beginning. Ignore any boxes
in the pits to avoid drowning on the way to
the hard path.
Once you reach the hard path, step carefully
to avoid the nitro boxes scattered
throughout the rest of the level. Hit the two
steel ! boxes to create islands for you to
rest on. Avoid the hopping mummy and
quickly slide into the shielded guardian; if
necessary, back up to the previous steel
island if you are running short on time
before the water rises again. To get past the three giant slabs
popping out of the wall, just book it past them; you don't have time
to stop and wait for a clear shot. (The same philosophy goes for
the next set of slabs you come across; use quick timing and
double jumps to avoid getting pushed into a pit since you don't
have time to wait for a clear path.) It's just one more door until you
reach the purple gem. Grab it and get out of there!
Level 21: Gone Tomorrow
2 clear gems (both clear gems require
green gem, which is found on level 23)
All right, it's time to use that awesome
bazooka you just picked up. The first order
of business is to take out the flying saucer
directly ahead of you. Press and hold the
L2 button to aim your bazooka; when you
lock onto a target, press the O button to fire.
Now wasn't that nice?
Move forward, taking out problems in
advance with your bazooka. Watch out for
the laser beams that are in your way.
Before long, you'll come across a very
nasty-looking tank. Move slowly toward it
until it fires three missiles at you. Take
evasive action to avoid being hit. The tank
will then turn its backside toward you and
reveal a large target for you to aim for. Use
your bazooka quickly to destroy the tank.
When you come to a single box surrounded
by four outlined boxes, it's time to take a
breather and decide your strategy for the
rest of the level. If you just want to retrieve
the crystal, you can move onward, taking
out as many boxes as you can until you
reach the end of the level. If, however, you
want to retrieve both clear gems, you
should just ignore these boxes for now.
First, you must take a ride on the green
gem platform to flip a secret switch before
you can access all the boxes in the coming
area. If you have the green gem and are
ready for the challenge, move onward until
you reach the green gem platform. To
ensure that you can smash all the boxes
later on, do not hit any switch boxes or
smash any more boxes until you ride the
green gem platform. Also, skip the first
checkpoint box you come to; you'll want to
save it for later so you won't have to repeat
all your hard work after you've ridden the
Riding the Green Gem Platform
The green platform will take you to an area
very similar to the rest of the level. Your
three goals in this section are to smash all
the boxes, collect the first clear gem, and hit
the steel ! box. The switch box unlocks the
inaccessible boxes from earlier in the level.
When you hop on the platform at the end of
this section, you'll find yourself back where you must be to uncover
and smash all the remaining boxes.
Back at the Beginning
You'll hop off the platform and find yourself near the beginning of
the level. Your first job is hit this steel ! box, then backtrack a few
platforms to smash the four newly visible boxes.
Now move forward again, taking out all the boxes as you go
along. When you come to another set of outlined boxes, use your
bazooka to activate the two ! boxes on either side of the path.
Don't hit the next ! box! First, use your bazooka to take out the two
boxes suspended under the outlined boxes. Then hit the ! box and
walk across the bridge of steel boxes. When you arrive at the next
bridge of steel boxes, use your bazooka to take out the two boxes
under the bridge.
The bonus area will require you master the use of you bazooka.
Use it to get rid of nitro boxes that stand in your way as well as
activate any ! boxes that are not reachable otherwise.
Now, just make your way to the end of the level, and you'll leave
with the crystal and both clear gems. Awesome!
Level 22: Orange Asphalt
1 clear gem
This is another racing level, very similar to
levels 8 and 14. Again, you must finish in
first place to collect the crystal and smash
all the boxes to collect the clear gem.
Remember to attack this level in two
phases: First, work on finishing in first
place, then go at it a second time paying
attention only to smashing all the boxes.
Level 23: Flaming Passion
1 clear gem
1 green gem
Crash pays another visit to the remarkably
unfriendly Mediterranean town in level 23,
but now that he has his bazooka, he can
finally show everyone here who's the boss.
Use your bazooka liberally to take out
enemies in front of you and in windows.
About halfway through the level, you'll come
across a platform that leads to the hard
path (it will only be available if you haven't
lost a life up to this point). The hard path
takes you to the green gem. See the end of
this section for strategies.
The Easy Path
Armed with your bazooka, the easy path will
truly be easy for you. Work your way slowly
through the town, taking out any problem
enemies before you reach them. The only
trick is the one cleverly hidden box just
before the end of the level; keep your eyes
open for this box, suspended high above
the path and reachable only by using your
In the bonus area, make liberal use of your
bazooka to destroy nitro boxes that block
your path. You must also use the bazooka
to take out the bounce boxes suspended in
midair once you have used them.
The Hard Path
Once you make it to the hard path platform
without losing a life, hop on. (Remember
that if you lose a life on the way to the
platform, you must exit to the warp room
and reenter the level from the beginning.)
The hard path mainly requires fancy
footwork, so take it slowly. When you
confront the man throwing knives at you
across a narrow platform, step carefully
toward him while jumping over his knives; if
you jump too far, you may fly off to your death.
Unfortunately, your bazooka will be less handy on the hard path,
since several fire-throwing residents are simply not within your
range. Use your double jump and tornado spin to make it past the
After you collect the green gem, you'll find yourself back on the last
part of the easy path. Book to the end of the level. Be careful not
to lose a life until you reach the next checkpoint box, or you must
revisit the hard path again.
Level 24: Mad Bombers
1 clear gem
It's time to take to the air again, and this
time Crash hops in his biplane to save the
day. You must take out five bombers to
obtain the crystal, and you must shoot down
or hit all the boxes along the way if you want
to leave the level with the clear gem. To
destroy the bombers, take out the two
propellers on the back of each plane.
Use the same strategies as you did in level
17 to complete your mission. The most
important strategy to remember is to not let
the attacking biplanes line up in formation
in front of you; that's the signal that they are
about to attack.
Level 25: Bug Light
2 clear gems (second clear gem requires
all five colored gems)
Level 25 is the last non-hidden level in the
game, and it will test all your skills to the
limit as you race to find both clear gems.
Luckily, the level starts out relatively easy,
so move forward, watching out for snakes,
alligators, and collapsing tiles.
Immediately after the first checkpoint, you'll
come across a firefly. Touch the firefly, and
it will follow you along the trail. Now hurry
along! The bug will only stay with you for a
short period of time; if you aren't quick, you
will be left in total darkness. So, don't waste
any time moving forward.
Before long, you'll come across a second
firefly waiting for you in front of a door that
opens and closes. Grab the firefly at the
right moment, so you can proceed directly
through the door; you don't want to waste
time waiting for it to open. Again, move fast
to avoid being left in the dark.
Before the next checkpoint, you'll come
across the blue gem platform that you can
only use if you have collected the blue gem
from level 20. To complete the area on the
other side of the blue gem, you will actually
need all five colored gems, so don't bother
hopping on if you don't have them all in your
possession. See the strategies at the end
of this section if you decide to take the ride.
After the checkpoint, you'll be blessed with
three aku aku boxes that will grant you
invincibility for a limited time. Smash the
boxes, grab the next firefly, and haul ass;
watch out for the cleverly concealed pits in
the next ,section or you will fall to your
death. (Even an invincible Crash isn't
immune to gravity!)
Before you grab the next firefly, you can
take a detour to the bonus area. A word of
warning: This is by far the toughest bonus
area in the game, so be prepared for some
intense gaming. If you're ready for the
challenge, here's what you must do.
First, ignore all the nitro boxes in the bonus
area; you'll detonate them at the end of the
level. Your first course of action is to
destroy the first set of boxes with your
bazooka before grabbing the firefly; this will
buy you a few seconds later on. Then, grab the firefly and move
forward quickly, smashing the first set of boxes and hitting the first
! box. Dash across the bridge of steel boxes and quickly use your
spin attack to smash the next pile of boxes, again activating the
steel ! box when you are done. Move forward and jump to smash
the top row of the next set of boxes, but leave the two bottom
bounce boxes in place. Now, dash forward into the giant pile of
boxes in front of you, working your way down into the pit, hitting
the switch box when you're done. If you've done this all quickly,
you'll just now be left in the dark.
Now, it's time to feel your way in the dark to smash the two boxes
you left behind. Walk left until you stop, then double jump out of the
pit. Walk left again until you fall down slightly and then move left;
you are now on top of the two bounce boxes. Jump five times to
smash the first bounce box, land slightly to your right, and jump
five times again to smash the second bounce box, this time
jumping to the right when you are done to land on the platform
again. Now walk to the right. You will fall into the pit; double jump
out of it and keep walking to the right. Just before you see a lone
piece of fruit hanging in the blackness, take a long double jump to
the right and walk to the end of the bonus area. You'll leave with
34 out of 40 boxes, and you'll destroy the six nitro boxes at the
end of the level. Whew!
There are two more bugs for you to catch until you reach the end
of the level. Move quickly and carefully ahead; the end is near.
Level 25: Bug Light (cont.)
Riding the Blue Gem Platform
Before you hop on the blue platform, run
ahead and hit the checkpoint box so you
can start back near the platform if you lose
a life. Although it may be dark on the way
back from the checkpoint box to the
platform, there are not pits to fall into, so
you can run with confidence.
The first section you'll land in requires
extremely delicate maneuvering. You must
make it through a seemingly endless series
of light circles and avoid getting hit by
poison darts. Jump carefully, using your
double jump to stay above the darts and
make sure to land outside the light circles.
Hop onto the green platform and move into
the next section.
Now it's time to avoid the spears popping
out of the floor while running around rogue
nitro boxes. Step gingerly and take your
time through this section. Hop onto the
The next section will put your jumping
abilities to the test. Time your jumps
carefully from moving platform to moving
platform and watch out for the set of
collapsing tiles near the beginning of the
section. Hop onto the yellow platform.
The next section is a piece of cake. Just
hop over the pits and avoid the mummies in
the spiked coffins. Hop onto the red
Now, it's just a short jog to the next clear gem. Watch out for the
single collapsing tile between you and the end of the level. Well
Level 26: Ski Crazed (requires
five relics to enter level)
1 clear gem
Coco is back with her jet ski in the
radioactive level. There are lots of boxes on
the level (100 to be exact), so you must
scour every corner to find them all. It helps
to backtrack every once in a while and
make sure you haven't missed any boxes
hidden from easy view.
There is an outrageous number of nitro
boxes hanging in the air, so be extra careful
on the ski ramps. There is a nitro switch
box near the end of the level to take these
explosive boxes out of the picture.
Level 27: Hang 'em High (requires
ten relics to enter level)
1 yellow gem
Level 27 finally lets you grab that elusive
yellow gem from level 7 that you couldn't get
your hands on before.
You'll start on a ledge; jump carefully to your
right, timing your jump so that the
swordsman has his back to you. The rest of
the level is straightforward, requiring that
you only time your jumps very carefully to
avoid more swordsmen, magic carpet
riders, and lots of nitro boxes. Take your
time whenever you're near a set of nitro
boxes, and you'll make it over them just fine.
There is no clear gem to retrieve in this
level, so you don't need to worry about
detonating the nitro boxes when you leave.
Finally, you'll come to the elusive yellow
gem. Grab it and give yourself a pat on the
back. Now step onto the platform to the
right and float to the end of the level. Good
Level 28: Area 51? (requires 15
relics to enter level)
2 clear gems
Never accuse the programmers at Naughty
Dog of running out of ideas. In this racing
level, it's Crash against a horde of UFOs.
To collect the two clear gems, you must
finish the race in first place and smash all
the boxes (not necessarily during the same
race). The only way to come in first is to run
a truly perfect race: Hit every set of speed
arrows on the track, avoid running off the
road, and steer clear of oncoming police
Use the centerlines on the road and the
warning cones on the side of the road to
prepare yourself for upcoming turns in the
Level 29: Future Frenzy (requires
20 relics to enter level)
1 crystal (same crystal as level 19)
2 clear gems
Level 29 lets you collect one clear gem
outright, while letting you smash the boxes
you couldn't reach in level 19. Use the same
strategies as you did in that level to make it
through this rough area safely.
Be extra careful of the probes and flying
saucers that hover closely beside boxes
you must smash. If you have obtained the
bazooka by beating N. Gin (the fourth
boss), use it to your advantage and take out
everything that moves before you get too
Soon, you'll collect one clear gem and hop
onto a platform. The good news is that you
have now entered level 19, where you can
smash the remaining boxes and collect the
second clear gem. The bad news is that
you have landed in the middle of the level,
so you must start by trekking backward to
smash all the boxes to the beginning of the level. Hey, who said
the future would be pretty?
Take a look at the strategies for level 19 if you need help.
Level 30: Rings of Fire (requires
25 relics to enter level)
2 clear gems
Don't worry, the last level of the game isn't
all that hard; it's actually quite a bit of fun.
Crash is back in his biplane, and this time,
it's a race to fly through 30 rings of fire
faster than the other planes sent by Cortex.
First things first: you cannot finish the level
without flying through all 30 rings, so if you
miss a ring, you must turn around and
correct your course. An arrow at the top of
the screen points you in the direction of the
next ring if you get lost. Each time you pass
through a ring, you'll get a burst of speed; if
you perform a barrel roll (press the square
button) while you're passing through a ring,
you'll gain even more speed. If you need to
slow down, press the X button. The O
button controls your machine gun, which you
must use to shoot down boxes (especially
those pesky nitro boxes).
Approach this level in two passes, just as
you did on the other racing levels. The first
time, concentrate on finishing the race in
first place; the second time, focus on shooting down all of the
If you've collected all 25 crystals, 28 relics, five colored gems, and
37 clear gems, you have completed your mission. Now, you can
go back and fight Cortex again to see the full ending of the game.
First Boss: Tiny Tiger
Here, you'll meet the first boss, Tiny Tiger.
To him take out, you must be quick on your
feet. First, he will jump off his platform and
try to smash you five times before he gets
his pitchfork stuck in the ground. Take this
opportunity to use your spin attack against
him. Next, he will unleash his smaller lions
on you; they will charge you from below the
platform. Your spin attack will work against
these pests, but it's better to stay at the
back of the screen and concentrate on just
avoiding them altogether by sliding back
and forth. After the first wave of lions, Tiny
Tiger will be back to crush you. The second
time, he will jump six times before getting
stuck. Hit him again and deal once more
with the lions. Finally, Tiny will try to crush
you once more, this time jumping seven
times before stranding himself. Hit him
once more, and you're the new champion
on the block.
After you defeat Tiny Tiger, you will gain
your first new power: the super body slam.
Just jump and press the O button while
you're in the air to do some serious
Second Boss: Dingodile
Here, you'll meet the second boss,
Dingodile. Dingodile is a good argument
for gun control. Surrounded by three layers
of crystals, he is intent on destroying Crash
with his powerful laser cannon. It will take
patience and some fancy footwork to stay
Dingodile's first strategy will be to try to
wipe you out using fireballs. He will rotate
slowly, shooting fireballs into the air. Stay
still and watch the fireballs hit the ground.
When the explosions get close to you, run
quickly against Dingodile's rotation to avoid
Next, Dingodile will try to hit you with his
laser. He will follow your movements and
periodically shoot at you. He will always
take a split second to set before he shoots,
so use this moment to get out of his way.
As he bombards you with lasers, he will
eventually destroy his crystal armor. When
you have enough room to get at him, move
in and hit him with a spin attack. Once you
have knocked him over, get far away from
the center of the room to avoid the
impending explosion. Once Dingodile
explodes, he will come back for two more
The next two patterns are the same as the
first, with only two exceptions. First,
Dingodile's pattern for shooting fireballs will
change each time, so pay attention. Also,
Dingodile will shoot his laser at faster
intervals each time you match up against
him. Keep the same strategy as the first round, and you will
After you defeat Dingodile, you will gain your second new power:
the double jump. Just jump and press the X button again while
you're in the air to jump higher and further.
Third N. Trophy
N. Trophy is a nasty boss to beat, but you'll
feel especially good when you're done with
him. You'll find yourself standing on a
platform a fair distance away from N.
Trophy at first. He will lob fireballs at you
initially and then follow this attack by
sending deadly laser beams across your
platform. You must jump over these
obstacles to stay alive long enough to take
your first shot at N. Trophy. After his assault,
he will provide a set of tiles for you to jump
across to get close enough to him to use
your spin attack. N. Trophy stands still for a
only a few moments at this time, so hurry
across and give him your best while he's
dormant. You must repeat this sequence of
events three times; each sequence is more
Here is the pattern N. Trophy will follow:
First sequence: One fireball, one laser
from the front, two lasers from the right, one
laser from the left
Second sequence: Two fireballs (single
jump over the first ball and double jump
over the second), two lasers from the front,
one laser from the right, one laser from the
Third sequence: Three fireballs (single
jump over the first ball and double jump
over the last two balls), one laser from the
left, one laser from the right, one laser from
the front, two lasers from the left
After you've taken out N. Trophy, you will
gain your third new power: the death
tornado spin. Press the square button
repeatedly to prolong your spin attack or to
stay afloat longer in the air.
Fourth Boss: Dr. N. Gin
Without a doubt, Dr. N. Gin one of the
hardest bosses you'll ever encounter. Coco
will use her spaceship to attack N. Gin's
giant space robot as it tries to wipe you out
of the solar system.
You must take the robot out in pieces. Each
piece is vulnerable to attack when it flashes
yellow. Try to get as many shots in as
possible whenever you have the
opportunity. The key to staying alive is
twofold: blow up any missiles heading your
way and avoid N. Gin's machine-gun fire
like the plague. Keep at it, and you'll take
out all his offensive capabilities.
That's the good news. The bad news is that
you must go through this process twice. The
worst news is that the second time is much
harder. You'll use the same basic strategies
as you did in the first round. N. Gin will fire
off missiles, deadly fire rings, and mines
this time. The mines take lots of firepower
to eliminate; if they get too close for
comfort, swerve out of the way right before
they hit you.
At first, N. Gin will seem like an
insurmountable foe, but once the tide turns in your favor, you'll
have lots of fun making him pay for his misdeeds. Hang in there!
After you defeat N. Gin, you will gain your fourth new power: the
awesome bazooka (L2 button to activate, O button to shoot): This
powerful weapon can take out nearly any enemy from afar
Fifth Boss: N. Cortex
Defeating N. Cortex will take all your
concentration. As you slug it out, uka uka
and aku aku will be locked in mortal combat
as well, so stay out of their way, or you will
get caught in the crossfire.
N. Cortex will float above you, safe in his
bubble; don't bother trying to attack him
now. He will fly around the room and throw
three fireballs at you. Avoid his shots while
you stay clear of the laser beam generated
by uka uka and aku aku. Cortex will then
drop five mines around the room; stay away
from them as they detonate. This is your
chance to attack Cortex while he is out of
his bubble. Spin him once and then knock
him into the hole in the center of the room to
get rid of him completely. If you aren't able
to knock him into the hole, you must start
back from ground zero, so aim carefully.
Of course, Cortex returns for a second
round! This time uka uka and aku aku are
locked in a deadly tornado, so keep clear
of their violent confrontation as you again
dodge the three fireballs and five mines.
Spin Cortex when he leaves his bubble and
send him down the hole once again.
Cortex will come back for one more round.
This time uka uka and aku aku fight each
other in a series of nuclear-powered
explosions, so stay clear. Cortex uses his
same formula to bring you down. Spin him
when he's vulnerable and send him down
After you beat Cortex, the credits will roll.
Wait for them to finish and then be sure to
save your game.
Now that you've defeated Cortex, you will
gain your fifth and final new power: the
crash dash. Hold down the R2 button to run
as fast as Crash can. The dash comes in
handy particularly in time trials.
Thanks to Revolution reader LOLLO!